068043 No.751
These go here right correct me if I'm wrong first to get 3 votes for race/place we do
590202 No.755
There's
>>>/cyoa/But I doubt anyone is going to particularly mind either way.
94fc8a No.761
 | Rolled 10 |
>>755What an unnecesary split
>>751Gnome, Islands
b6743b No.799
Gnome Islands sounds like a good challenge. I second that.
And yeah, I like having more quests, so bring this here.
1dc292 No.834
b1c6cc No.3076
Bulliwogs, islands.
029aed No.3078
>>751Slime. Floating Islands.
449e06 No.3079
insects,floating islands to consume all resources in one area before moving on to the next.
8edb9a No.3088
>>751Myceanea, floating islands.
6a167d No.3092
Dorfs
Floating Islands
Final Destination
6a167d No.3098
>>3092P.S.: OP, if you wanna start this game sooner, I can switch to Slime
c66f10 No.3099
Not OP, but I think OP went and pepsied on us. Give me a bit of time and I can pick this up though it'll be a fairly low paced update every couple of hours kind of thing then.
c66f10 No.3101
>>3099Okay, here we go.
Slimes, Floating Islands since those two were the most popular race and locale respectively.
Your tribe is located on a medium sized floating island with a large lake in the center, with the nest itself located by the lakeside.
Population: 12
Notables: Chief
6a167d No.3138
>>3101Send a scout party of 2 slimes to scout the surroundings of the nest.
What do the slimes eat? Order 6 slimes to start producing that.
Does the vicinity of the nest have any resources? If so, order 3 slimes to gather them and bring them to the nest.
Order the remaining slime to stand guard near the nest's entrance and warn you of any potential danger.
c66f10 No.3144
>>3138Slimes are omnivores. Literally anything organic will do.
The scouts head out and find that the side of the lake that you're on is covered in light forestation with small animals and birds about, but no large animals to speak of in sight. The most interesting thing about is a grove of coconut trees a while further north along the lakeside.
The foragers start filtering into the mud at the lakeside and digging up organic sludge, which they bring to the Nest and drop in a pool. This would get stinky fast if you weren't slimes, to you it just smells delicious.
The three gatherers settle on fetching wood, which is technically food as well but harder to eat than the sludge. It could also be useful for something else. The process of lumberjacking is accomplished more or less by eating through the trunk at the base.
Population: 12
Notables: Chief
Wood: 2 Units
Food: 6 Units. (1 unit feeds your tribe for 1 turn. You'll go through it faster if you want to breed, since slimes do the whole 'eat a bunch and split in two' thing)
6a167d No.3147
>>3144Okay… New division of labor:
2 scouts
4 sludge foragers
4 wood gatherers
1 coconut gatherer
1 guard
Do I need to relieve my slimes from work to start breeding? If yes, then do nothing this turn except BREED. If no, then BREED, and also do the following:
>ScoutsGo scout a bit farther by the lake's shore. Let's say, go clockwise from the nest, but don't go too far.
>Sludge foragersThere are now 4 instead of 6. Keep foraging sludge.
>Wood gatherersDo not to touch to coconut trees under any circumstances; other trees are fair game. There are now 4 instead of 3, keep collecting wood.
>Coconut gathererGather what coconuts are lying under the coconut trees, and carry them to the nest.
>GuardMake a sharpened piece of wood, to use as a makeshift spear. Even though there is no apparent danger nearby, keep on lookout, so as not to be caught unawares.
Can the chief do anything? E.g. gather mana or something.
Also, are there any large rocks nearby? Can slimes carry large rocks?
c66f10 No.3153
>>3147
> ScoutsThis is the direction they were going before so not much new is found, though a bit further up and a bit further from the shore than the coconut grove is an Anthill.
> Coconut GathererTurns out carrying coconuts also means eating the 'fur' off of it. They are otherwise unharmed.
> GuardNothing to report. The biggest challenge of the makeshift spear is going to be wielding it. Doubly so for wielding it without slowly digesting it. It'll probably last a couple of turns. On the plus side, it's fast and easy to make a new one.
> ChiefHe can work like any of the other dudes, and he's a bit stronger and tougher. Also the only reason I use 'He' is because I'll forget using 'It' sooner or later anyway. Genders aren't a thing with you guys, at least not yet.
> ManaYou haven't really made notable forays into magic yet, but it's worth a try. Chief is probably better suited to this than the grunts.
> CarryingSlimes carry stuff inside them since you're still basicly blobs, but if it's long they can carry in a line like beads on a string. Which is how the trees were carried back. So it'll depend on the size and shape of the rocks. There aren't any around at the moment.
> BreedingYou can breed a bit without slowing down work or occupy a slime entirely with breeding to boost multiplication.
Population: 12
Notables: Chief
Wood: 5 Units
Sludge Food: 9 Units
Coconuts: 2 units
Base Food Consumption/turn: 1
6a167d No.3156
>>3153New division of labor:
2 scouts
2 sludge foragers
4 wood gatherers
1 coconut gatherer
1 guard
2 breeders
>ScoutsI see. Then go counterclockwise from the nest. Was that a normal small anthill, or some kind of Giant Anthill?
>GuardOkay… change of plans. Make a couple makeshift spears, but don't wield them. Just have them nearby, and wield them only in case of danger.
Btw, can slimes throw stuff (e.g. a spear)? With enough force to be a viable way of attacking, I mean.
>Breeders2 sludge foragers become full-time breeders. Is there a place for them in the nest?
>ChiefHow do I into magic? Anyway, let's try channeling some mana.
Also, the whole tribe is ordered to breed without stopping their work (the breeders just breed, of course).
P.S.: Wait. Is the chief one of the 12 slimes, or is he a 13th one? I assumed the latter, but if it's the former, make 3 wood gatherers instead of 4.
c66f10 No.3160
>>3156
>AnthillIt was fairly big, but we're talking normal ants here, not Eleph-ants.
>ScoutsThe terrain gets more hilly as they head south and the trees are replaced by thorny shrubberies. They don't get terribly far before being cut off by a river flowing away from the lake. Swimming isn't much of an issue for slimes, but the current would probably carry them off downstream.
> BreedersThere isn't a specific place for them at the moment, but it's not like they want privacy anyway. You can make one if you want.
> GuardsSpears made. Throwing is a no at current. May change if you improve your bodies somehow.
> ChiefHe's a 13th. If it shows up in notables, it's not in the general population deal. Should probably have clarified that earlier.
>MagicChief spends his time working on mana and magic. At first, fairly little actually happens, but he can feel that he does something, he's just not getting it right. Eventually, he manages to make a small surge of energy out from him that proves highly corrosive.
>Basic Acid Magic discovered.Chief teaching other slimes prevents them from working for that turn.
> BreedingAll but two of the grunts managed to produce an offspring, while the ones dedicated to breeding produced two each. Chief was too busy working at magic to partake.
Population: 24
Notables: Chief
Wood: 8 Units
Sludge Food: 3 Units
Coconuts: 4 units
Base Food Consumption/turn: 2
Magic: Acid I
Going to bed now, will update again in the morning.
c66f10 No.3161
>>3160Dang, somehow didn't put the coconut part in. Coconuts is at 6 units, not 4.
> Coconut gathererNotes that the grove is out of fallen nuts after this turn. It also spotted a big crustacean climbing one of the coconut palms.
6a167d No.3190
>>3160Wow. How did we cut through 6 units of food? Let's stop all slimes except breeders from breeding.
New division of labor:
3 groups of 2 scouts each
6 sludge foragers
4 wood gatherers
4 breeders
4 pupils
>Scout group 1Now start at the nest, and go in the direction away from the lake. Go as far as you can, while still being able to return and report in the same turn.
>Scout group 2Go clockwise along the lake's shore, but don't return in the same turn. Go as far as you can. Since slimes can eat anything organic, I presume they can live off the land with ease.
>Scout group 3Go along the river's bank, see where it leads. Don't go into the river itself. As with Group 2, don't return in the same turn, go as far as you can.
>ChiefTeach 4 slimes, who are relieved from work and became "pupils", Basic Acid Magic.
Also, the guard is temporarily off-duty for this turn (he became a pupil). Still, keep the spear stash intact.
Questions:
- Can regular slimes teach other slimes Basic Acid Magic? Or can only the Chief do that?
- How big and/or dangerous was the crustacean?
- Are there any space problems with stashing sludge and/or wood? Do we need to build storage spaces for them?
c66f10 No.3194
>>3190> cutting through foodUpkeep when just going about their business is low. Food consumption when breeding is very much not.
> Scout group 1The forest gets denser as far as they head in that direction. They locate another anthill and some fruit trees.
> Scout Group 2+3Yes, living off the land isn't hard. Slows their progress slightly, but not that much.
> BreedersThis time, the dedicated breeders have far more success, producing a total of 9 new slimes. (rolled high for 'passive' breeding and low for 'active' last turn)
> PupilsBy the end of the turn, the pupils have all learned basic acid magic. One of them turns out to have a significant knack for magic and becomes the tribe Shaman.
> QuestionsOnly chief and now the shaman can teach and research magic.
The custacean was smaller than a slime but not that much smaller than one. A single one probably doesn't pose much of a threat but if they outnumber the slimes things might get dangerous.
No space issues as of yet, I'll let you know when it happens. So far, space constraints will probably happen with regards to population sooner than materials.
Population:
-Grunts: 29 (4 scouting)
-Mages: 3
Notables: Chief, Shaman
Spears: 4
Wood: 10 Units
Sludge Food: 5 Units
Coconuts: 6 units
Base Food Consumption/turn: 3
Magic: Acid I
6a167d No.3212
>>3194Division of labor:
Grunts:
2 groups of 2 scouts (away on missions)
10 sludge foragers
10 wood gatherers
4 hunters
1 fruit eater
1 ant eater
3 breeders
Mages:
3 breeders
(so, there are 6 breeders total: 3 grunts and 3 mages)
>Wood gatherersKepp gathering wood, but don't touch coconut trees or fruit trees (or for that matter, any "weird" trees they might encounter).
>HuntersTake a spear each, and go kill the crustacean. If possible, try not to damage his shell much.
>Fruit eaterTry eating fruit instead of sludge this turn. See if it's more nutritious than sludge, or if it affects him in some way.
>Ant eaterTry eating ants from one of the anthills. See if it's nutritious at all (if not, go eat sludge), or if it affects him in some way.
>ShamanTry researching more magic.
>ChiefTry to research a way to improve our bodies.
Questions:
- What does our nest look like? Where do slimes live – do they just gather into a pile in the nest itself, or do they have some kind of pits or mud hovels?
- Is the chief like a bigger stronger slime, or is he just like every other slime physically?
- Do slimes need to breathe air?
c66f10 No.3225
>>3212
>ScoutsStill not back
>BreedersTurns out a slime bred by a mage is just a regular slime. Learning it after spawning appears to be the only way to make more mages at present.
> ShamanThe shaman wonders if something can be done using a similar process to the corrosive burst but reversed, drawing out the non-corrosive part of slime essence instead. Eventually he succeeds, becoming able to turn a part of his body non-acidic given concentration. With this trick, wielding spears without accidentally eating at them is possible. Already knowing the basics of magic, Chief and the Mages pick up this ability fairly easily after having it explaind to them.
> ChiefThe chief works at improving his control over his shape and eventually works out a trick to extend a part of his body into a pseudopod. This gives it considerably increased strength if used to strike things and is probably only that much more effective with spears.
> Fruit & ant eaterBoth fruit and ants are found to be nutritious, and fruit is found to be delicious as well to boot. Much more significantly, however, is that both feel some sort of potential within them. Uncertain of what it is, they approach Chief and connects cores with him hoping he can work out what it is. Chief manages to do so and is overjoyed as it brings potential for change and development to the Slimes. It'll take some work to integrate it properly with slimehood and pass it on though.
Chief can spend a turn developing an upgrade of some sort based on new things eaten. Each new thing presents multiple options which are mutually exclusive for that thing but may show up again later on from other sources.
> AntsThe slimes can either become eusocial, Chief turning into your brood lord and the rest of the current slimes becoming protoplasms with the potential to take up the mantle of brood lord should Chief die or if you establish multiple colonies down the road. Chief also becomes obscenely efficient at breeding non-protoplasms and caste structures with great potential for specialization will become available. The other Ant upgrade option is increasing the strength of slimes, present and future, though mostly in terms of lifting strength for the time being at least.
> Fruitthe slimes can either emulate the hard stones found inside the fruits they discovered thus hardening their core and making it more resistant to damage. Or they can gain limited photosynthetic capabilities sharply reducing the base food consumption of slimes spending most of their time in sunlight.
> HuntersThe hunters find that there are no crustaceans in the grove at first, but after a time two show up and start climbing a tree each. The hunters ponder this for a while before deciding that they will just kill one and bring it back and ignore the other unless it interferes. They proceed to do so with relative ease when the creatures come back down from the trees, and while the other crustacean at first seems intent on trying to help its kin, it quickly reconsiders and flees. The one caught does manage to grab, and snap, one of the spears with its claw before it is slain though. If it actually had managed to get a grib of a slime core that could have ended badly.
>QuestionsThe nest is basically a cave hollowed into the side of a hill near the lake. And they more or less gather in a pile, yes. Slimes are highly social buggers and enjoy the company.
Chief is both bigger, stronger and smarter. That's why he's chief.
Slimes do not necessarily need air, but without oxygen they have to rely on fallback metabolic processes that are a lot less effective, so an oxygen-deprived slime will be slow, lazy and stupid.
Population:
-Grunts: 43 (4 scouting)
-Mages: 3
Notables: Chief, Shaman
Spears: 3
Wood: 15 Units
Sludge Food: 6 Units
Coconuts: 6 units
Crustacean: 1
Base Food Consumption/turn: 4
Magic: Acid burst I, Acid Control I
Morphism: Pseudopod
6a167d No.3233
>>3225Grunts:
43
3 teams of 2 scouts
13 sludge foragers
10 wood gatherers
6 breeders
5 pupils
1 wood eater
1 crustacean eater
1 crafter
Mages:
3 guards
>New scout team of 2 scout slimesGo into the forest, where a previous team saw the fruit trees and an anthill. Then continue going farther in that direction. Plan to return back in several turns, live off the land.
>Foragers and gatherersKeep doing your jobs. If you spot crustaceans arriving, retreat (into the nest in necessary).
>Wood eaterTry to eat wood. See what happens.
>Crustacean eaterTry to eat the crustacean. See what happens. If possible, try eating it without damaging its shell.
>CrafterCraft 5 more makeshift spears. If you have some time left, try cracking open a coconut.
>Guard MagesOh fuck, oh fuck, the crustaceans seem to be sentient. Stand guard near the nest, in the direction crustaceans might arrive from. Hold spears using Acid Control magic.
>Shaman, 5 pupilsTeach Acid Burst I and Acid Control I to the 5 pupils.
>ChiefResearch the "Hard Core" upgrade (gained from fruit).
Questions:
- Do all slimes have Pseudopods now, or just the Chief?
- Is the Pseudopod corrosive/digestive like the rest of the slimes' bodies?
- Does magic consume mana, or food, or something?
- Can slimes establish new colonies without becoming eusocial?
c66f10 No.3255
>>3233
>PupilsOne of the slime pupils fails to properly learn magic. The remainder succeed.
>scoutsNone are back yet. People are getting a little worried.
>GatherersOne of the groups of lumberjacks were doing their thing fairly close to the coconut grove and during a break one of them snuck off to take a look, being a curious sort. He noticed that there were crustaceans again, but this time in bigger numbers and there were two kinds now. The ones that were spotted first and a second kind that is about half-again the size of a slime with heavier shells and larger claws. The big ones were just standing around. Luckily the slime wasn't spotted and hurried back.
> Crustacean eaterEating it without damaging the shell is impossible, but with a bit of finageling it turns out to be possible to leave it at some damage around the joints. The crustaceans offer the options of slightly increased intelligence and metabolic oxygen isolation, allowing slimes to extract oxygen from water or increase food consumption in order to prevent the effects oxygen deprivation.
> Wood EaterIt takes a bit of time to eat the wood, but it works out. Sharing the genetics of the wood enables photosynthesis upgrade or the ability to increase slime stickiness at will by mimicing tree sap. This would make climbing easier among others.
> BreedersOne of the new slimes seems to have a knack for altering his body shape. It'll probably be able to work out new ways to reshape a slime body on its own if given time to work at it.
> Guard MagesNo Crustaceans within sight of the Nest.
> ChiefChief works out the genetic sequence alterations necessary to harden the Slime Core making it more resistant to adverse conditions and proceeds to share this advance with the rest of the tribe.
> QuestionsAll slimes can make pseudopods now yes. Morphism advances are shared automatically with the settlement where it is discovered since the morphic fundamentals is known to all slimes since that's how they move in the first place. The same is true for bio-upgrades. Spells are on auto-share between mages of the same settlement unless otherwise noted.
The Pseudopod is corrosive as well, unless done by a mage slime using Acid Control to dictate otherwise.
Magic does consume mana yes, but at the level you're working with so far it isn't really a resource concern per se. I'll let you know if it becomes one.
Slimes can establish new colonies whenever if you so wish. You'd have to split population, notables and resources between the old and the new colony, but that is the same between Eusocial and the current state of things. You may want to wait until you have an Alpha Slime (small chance of newborn slimes being Alphas) to become chief of the new colony though, but it's your call.
c66f10 No.3256
>>3255Going to put settlements summary in a seperate post in the future.
Population:
-Grunts: 49 (6 scouting)
-Mages: 7
Notables: Chief, Shaman, Morphist
Spears: 9
Wood: 18 Units
Sludge Food: 9 Units
Coconuts: 6 units
Base Food Consumption/turn: 6
Magic: Acid burst I, Acid Control I
Morphism: Pseudopod,
Bio-upgrades: Hard Core,
Available Bio Upgrades:
Ant
>Eusociality>increased lifting strengthCrustacean
>metabolic oxygen extraction>increased intelligenceTree
>basic photosynthesis>stickiness 6a167d No.3261
>>3255>>3256Grunts:
6 scouts (who are totally alive and well and not horribly mangled by wild beasts)
20 sludge foragers
15 wood gatherers
5 breeders
1 crafter
1 coconut breaker/eater
1 grass eater
Mages:
7 guard mages
>People are getting a little worried.Oh come on. They'll be back. And anyways, we've bred like ~20 slimes since they left.
>Wood gatherersGo gather wood in a different place, away from the crustaceans. Let's say, on the opposite side of the nest.
>CrafterSee if our bodies dissolve the crustacean's shell, or not. If you have time left, craft more spears.
>Coconut breaker/eaterTry to break a coconut. E.g. try smashing it at a tree with your pseudopod, or throwing it at a tree, or putting it on a tree stump and smashing it with a piece of wood. If successful, try eating the inside (but don't throw away what's left of its shell, it might be useful).
>Grass eaterTry eating grass and see if anything happens.
>Guard magesTake your spears using your pseudopods and Acid Control I, and go see what the crustaceans are up to. Avoid getting spotted, try to be as stealthy as possible. Do not engage them. In case of danger, retreat. Engage them only if they advance near the close proximity of the Nest.
>MorphistResearch new Morphisms.
>ShamanResearch new Magic.
>ChiefResearch the "Do You Even Lift" upgrade (gained from ants).
Questions:
- Can slimes dig? Not just dig for sludge, but dig holes, tunnels and trenches in the soil?
- Is there a finite amount of sludge?
- Does the "increased intelligence" bio-morphism increase your intelligence everywhere near the water, or only underwater?
- The "metabolic oxygen extraction" bio-upgrade removes the intelligence penalty underwater, right?
- If a new settlement is established, they won't get the bio-upgrades/morphisms/spells we research here, right? So, if I want their mages to learn our spells, I have to order our Shaman to teach their mages, right? What about morphisms/bio-upgrades? How do I share them with slimes in other settlements?
c66f10 No.3334
>>3261
>ScoutsThe scout group that were supposed to check out the river returns. They report that about 2 turns' worth of travel downriver they reached the edge of this floating island. The water falls down onto an island somewhere far below. They didn't see any place where crossing the river was possible. About 1 turn's travel out, the forests along the river tapers out and is replaced by plains. They saw a herd of some large animal off in the distance but didn't investigate. The ones that went the other way around the lake are still not back. Given that the direction they were heading took them past the coconut grove and further along the lakeside, some of the tribe believe they were killed by Crustaceans.
>CrafterDissolving the shell proves possible, but it takes a while. Still, Acid Magic should be reasonably effective.
>Coconut breakerBashing the coconut proves futile for most of the turn, until Chief's strength upgrade kicks in. Then it manages to crack it by bashing it with one of the logs from the wood storage. The insides turn out to be delicious, nutritious and make the breaker feel strange. It also makes him behave strange, as the other slimes notice. If this has any uses save for amusement remains to be seen.
>Grass EaterBasic photosynthesis can be developed based off of grass as well as off of the wood. Additionally, they allow slimes to enter into an automatic state of hibernation as a response to draught or famine, allowing them to last for a long time in a dried up state, then reemerge from hibernation if nutrients and water is presented. They are highly vulnerable to physical trauma while hibernated.
>Guard MagesThe mages creep up in time to see the crustaceans depart from the coconut grove, head into the lake and swim away. At first this confuses them, but then they realize that all the coconuts still remaining on the trees have been plucked and taken elsewhere, presumably by the crustaceans.
>MorphistThe Morphist discovers how to move the slime core about inside the slime. This both makes it easier to protect it from harm but may have subtler uses as well, since the core is significantly denser than the rest of the slime, allowing this trick to enable moving center of mass rapidly.
>ShamanThe shaman ponders other ways to make use of magic while watching the lake. After a while he gets an idea and tries to use magic to form a pseudopod out of the surface of the lake. At first, it just causes ripples but eventually he succeeds.
>ChiefDem slimes been liftin'
>QuestionsSlimes can dig, that's how the nest was made in the first place. With soil/earth it's done by rubbing against it until the wetness of the slime turns it into mud then carry it off or move it to another part of the tunnel as needed. Stone is possible as well, by dissolving it, but it's slow going. Possibly faster with Acid Bursts.
The amount of sludge is not finite per se, but it appears at a finite rate in the environment. It's basically part-degraded organic matter. Digging up a patch of dry ground leaves it sludgeless for a long time, but the lake constantly redistributes its sludge because of the current, so it'll probably provide for a long while yet.
The intelligence increase works everywhere period.
metabolic oxygen extration removes penalties underwater and allows the option of removing them by increasing food intake if lacking air for other reasons (trapped underground for instance)
A given upgrade is shared when two slimes capable of researching that type of upgrade interact. So Shaman/shaman for spells, Morphist/Morphist for Morphisms and so on. Chief/Chief can share all the stuff at once. Naturally, settlement II has the upgrades that settlement I had when they split off automatically.
c66f10 No.3335
>>3334Population:
-Grunts: 59 (4 scouting)
-Mages: 7
Notables: Chief, Shaman, Morphist
Spears: 11
Wood: 25 Units
Sludge Food: 17 Units
Coconuts: 6 units
Base Food Consumption/turn: 7
Magic: Acid burst I, Acid Control I, Water Control I
Morphism: Pseudopod, mobile core
Bio-upgrades: Hard Core, Been Liftin',
Technologies: Cause I got High (Coconuts), wood-spears, clubs
Available Bio Upgrades:
Crustacean
>metabolic oxygen extraction>increased intelligenceTree
>basic photosynthesis>stickinessGrass
>Basic Photosynthesis>Contingent Hybernation 6a167d No.3339
>>3334>>3335Tried drawing a map based on scouts' reports etc. Am I close?
>The ones that went the other way around the lake are still not back. Given that the direction they were heading took them past the coconut grove and further along the lakeside, some of the tribe believe they were killed by Crustaceans.Tell the slimes not to worry yet. The other scout team has just returned after a long absence, that's proof that the other team may also return soon.
GRUNTS
4 scouts (on mission)
1 thorny shrub eater
2 crafters
6 pupils
6 breeders
40 sludge foragers
MAGES
4 guard mages
3 hunter mages
>Thorny Shrub EaterEat a thorny shrub from the hills south of the Nest. See if anything happens.
>CraftersCraft spears.
>4 Guard MagesKeep guard near the grove.
>3 Hunter MagesHunt small animals/birds that live in the woods near the Nest.
>MorphistResearch new Morphisms.
>ShamanTeach 7 pupils magic.
>ChiefResearch the photosynthesis Bio Upgrade from grass.
Questions:
- If I order everyone to breed next turn (not become breeders, just do their normal work AND breed), how much food would they consume?
- Do slimes swim faster than they move on land, or vice versa?
- How big are the slimes (compared to e.g. coconuts)? How big are their cores?
6a167d No.3340
>>3339>Teach 7 pupils magic.Oops, I meant 6 pupils of course.
c66f10 No.3346
>>3339The map is a fairly good representation yes. The only thing that's wrong (aside from terrain changes being more gradual, but that's hard to represent in what looks like MS paint) is that on the other side of the river it continued to be rough terrain until it tapered out into plains instead of having more forest over there.
>Scoutsstill nothing.
>Thorny scrub eaterIt turns out the thorny scrubs are poisonous on top of being thorny. Which is unusual, since slimes are normally unaffected by things poisonous to other creatures. The one who ate the shrubbery begins having a hard time metabolizing through anything and would probably have slowly starved to death by the end of the turn if Chief hadn't rushed through the photosynthesis upgrade. Still even with that and left in the sun, the slime is able to do little more than lie around uselessly. There is probably something useful to be gained from the shrub DNA, but Chief is vary about trying to extract it, lest he gets poisoned himself as well.
>CraftersBetween experience and talent, one of the slimes doing crafting has developed a knack for it, as well as a measure of technique that allows for making simple wooden objects faster, at the cost of a bit more wood.
> GuardsThe crustaceans seems to be staying away from the grove now, after harvesting the rest of the coconuts.
> HuntersThe hunters manage to sneak up on a rodent and kill it, after which they turn their attention to the birds. Grown birds turn out to be too hard to catch though, seeing as they just fly away, but one of the hunters notice a birds nest that they just barely manage to reach by one hunter crawling on top of another, crawling on top of another, then the top one poking the nest with a spear. This feat would not have been possible without the strength upgrade. In the end, the hunters are left with a rodent and some birdlings that couldn't fly yet for their efforts.
> MorphistThe morphist, after much practice, figures out how to maintain two pseudopods at once.
> ShamanAll 6 students successfully learn magic
> ChiefSlimes turn slightly green-tinted as a side effect of becoming photosynthetic.
> QuestionsDedicated breeders consume 1 extra food per turn. 'passive' breeding consumes 0.5 extra food per turn. So right now having everyone breed passively would eat 40 food. Also, dedicated breeders are more resource effective in return for not doing other useful stuff in the turn where they breed.
The given conditions that neither help nor hinder, the slimes move at roughly the same speed in water and on land. They are quite highly affected by unfavorable currents though.
Slimes has a diameter of about 1 m (that's a bit more than 3 feet for any Americanfags around). Chief's diameter is 1.25 m (~4 feet)
c66f10 No.3347
>>3346Population:
-Grunts: 61 (4 scouting)
-Mages: 13
-Craftsman: 1
-Sick: 1
Notables: Chief, Shaman, Morphist
-Total population: 80
Spears: 30
Wood: 21 Units
Sludge Food: 43 Units
Coconuts: 6 units
Rodent: 1
young birds: 3
Base Food Consumption/turn: 2
Magic: Acid burst I, Acid Control I, Water Control I
Morphism: Pseudopod II, mobile core
Bio-upgrades: Hard Core, Been Liftin', Photosynthesis I
Technologies: Cause I got High (Coconuts), wood-spears, clubs, Carpentry I
Available Bio Upgrades:
Crustacean
>metabolic oxygen extraction>increased intelligenceTree
>stickinessScrub
>???>??? f07445 No.3351
>>3347Questions:
-Is "Stickiness" the only research the Tree investigation can provide? Could this change in a future if we breed some kind of Gourmet that could taste more researches than the rest?
-Can we research Coconuts more extensively or is "Cause I got High" the only perk they provide?
-Could we maintain the young birds with food to train them and see if their eggs provide any different research than the birds themselves? Are they just regular real life birds or do they have some different abilities?
-Do we have written language?
-Are we anthropomorphic like in OP's picture or are we like limos? 1m diameter sounds like we are very obese blobs, at least.
-How resistant are we to jumping off of a cliff?
-Can we "eat" water to process it?
-Can sludge provide some abilities or is it only
healthy food?
-Does making the population happy give any bonuses?
Possible strategies:
-Increased intelligence might be an interesting way of getting faster technologies, but oxygen extraction could help us establish colonies underwater. Considering fishes and other water animals probably provide the latter too, I think we should go with intelligence as we don't know when will this research appear again, and establishing colonies underwater near the crabs doesn't seem like a good idea yet.
-It would be interesting to research construction a bit more to build some walls around the base for defense. Then, we could start expanding underground safe from potential enemies
except giant ground-eater worms that somehow managed to get into our floating islands.
-It would be interesting if we could ask the Morphist to try to develop something that helps us build stuff. Maybe some pickaxe, shovel, hammer, axe or drill, although since those concepts are unknown to slimes anything could do, even completely new weapons.
-The Chief and/or the Shaman could start investigating safe ways to look into the sick slime's core. Is there any chance he could be cured? Maybe we could safely look into it after he is cured.
-Maybe we could experiment with coconuts. Chances are slimes only get drunk or stoned with it, but what if higher dosages happen to be hallucinogen? Imagine the crazy magic we could get if the Shaman took them regularly.
This post isn't mean as an action, just offering some suggestions.
6a167d No.3353
>>3351Oh nice, another anon here!
How should we go about posting now? Should we discuss our next move in detail, before issuing a final set of orders? Or should we both post our suggestions, and let CivMastah decide on a compromise? Or maybe we should roll, and let the higher roll win? Imo discussing would be the best choice, but what are you guys' opinions?
I'll post my full turn orders suggestion later. In short, I'd also go with the Intelligence upgrade, and have the Shaman try to research some sort of Cure magic. Construction research would have to wait since we have no one to research it (the Chief will be busy researching the Intelligence upgrade).
I don't know if the Morphist can research such stuff that you suggested. Maybe it could be a task for the Craftsman?
The Shaman+Coconut combination is genius! I'd keep it for the next turn, though, we need to try for Cure magic now.
c66f10 No.3354
>>3351Trees provided the basic photosynthesis option as well, but since that was grabbed via Grass, there's only one option from Tree left.
Coconuts cause slimes to get inebriated. This may has additional uses, such as medical or what you were getting at with the shaman and magic. Or maybe just getting them more creative, who knows.
you can try to maintain the birds, but given that the slimes know fuckall about caretaking for animals it's not likely to succeed. They may or may not learn something useful though. And they're just regular birds. I didn't bother to specify the breed earlier, but let's say it's crows.
No written language (yet)
You're not anthromorphic at the moment no. Developing anthromorphism in the future may be possible. At the moment you're roughly spherical blobs of viscous fluid. Hence size given in diameter.
Slimes are quite resistant to falls, seeing as the only thing that can suffer blunt force trauma is the core. So moving it to the top of the slime immediately before impact and cushioning it with the body itself makes them able to fall quite far. Making it to the island where the river continues isn't unrealistic. Getting back up on the other hand, is going to be difficult.
You can drink water and in the process eat organic material suspended or dissolved in it.
The sludge is mostly too degraded to provide anything useful, though there is a small chance each turn that some tiny-ass animal/plant/fungus has gotten into it in significant enough quantities to provide something juicy.
Making the population happy does grant bonuses of a sort, but it's in the 'increased chances of succeeding in this and that' sort rather than straight production bonuses. It's also relevant if you go to war for (hopefully) obvious reasons.
f07445 No.3355
>>3353I think the best way would be discussing actions, too. However, I would be happy to let you execute the actions in case we don't reach a consensus quickly. Consider me the counselor of the Chief, lol.
In case some of us goes inactive for a while (let's say, one day without another person posting commands), we could allow anyone to take the role of commander until someone else posts, to avoid the game stagnating for too long.
I fully agree with your post, though. The Craftsman seems more like the guy to go to develop a new tool, and chances are the Morphist can't produce complex Morphemes yet.
Talking about the Construction research, we could leave that task for the next turn in case the Chief can develop it and we have no better plans for him. I guess we could just plant a few trunks on the ground around the base, but considering crabs seem to be able to climb them it might not be our best bet, unless we put some sharp sticks on the inner border of the wall to avoid them coming down. That, or we could try to find a way to develop smooth walls that can't be climbed by crabs. Considering we could become sticky, none of our villagers would have a hard time climbing it, although some door to allow carrying large objects inside could be nice.
Also, I think we should try to set up a Coconut Raver grunt at some point in the future to check if Coconuts are dangerous in excess quantities. We don't want to overdose our Shaman yet. For now, we could give the Shaman one and a half coconuts.
If our first slime got drunk with one Coconut, we could try with two this time, and even three if the dosage still seems harmless. We should have to harvest more coconuts, though. Do we know about planting seeds yet?
>>3354Seems like becoming Sticky could provide both useful and the only research we can conduct on wood. Still, it is not a priority yet, seems like Intelligence would be much more interesting at this moment.
>CoconutsSeems like letting the Shaman research Coconuts' full potential is the way to go. Maybe it could help him research Cure if we give him one.
>BirdsAs long as they are not very resource expensive we could try to raise them. If it fails, we just eat their corpses and get the abilities.
We could try to put different kinds of foods in front of them to see what they prefer. We could harvest some more fruit, given that it seems to be our only alternative now that coconuts are being harvested by the fucking crabs and have become rare and valuable and we can't waste it on this, and put it in front of them alongside some sludge to see what they prefer (obviously the fruit, but I doubt the slimes could know).
>WaterWe should try this at some moment. It would be funny if we found some tadpoles on it.
Also, we gotta cook that rat. I am excited to know what do mammals give.
6a167d No.3357
>>3346Is this closer (picrelated)? Yeah lol, I'm no artist. I'm mostly worried if I got the main distances kinda right.
>>3355All right, agreed!
The Chief… yeah, if we get no other possible Bio-Upgrades, I'd save Stickiness for later and have the Chief spend time researching Tech (e.g. Construction). Stickiness doesn't seem to be needed asap.
As for the Craftsman, I'd suggest we order him to research a tool that would let us cut branches from thorny bushes, and also some kind of way for slimes to transport them without pricking themselves. If that poison is so strong it managed to poison a slime(!), it could have a lot of potential!
I don't think we can afford to have a Coconut Raver for now. Remember, we only have 6 coconuts, and the fucking crabs have stolen the rest! When we decided to drug our Shaman (lol), we should just give him the exact same dose as we gave the previous slime (1 coconut, not 1.5), to avoid overdose.
I second the question about planting seeds (coconuts). CivMastah, do we need to research a Tech for that?
As I said earlier, I'd suggest to let the Shaman try to research Cure without alcohol this turn. If he fails, next turn we'll try drugging him. What do you think?
As for the Birds/Rodent… My suggestion would be to order 2 slimes to eat 1 bird and the rodent, respectively. Cruel, but that's how we got all our previous Bio-Upgrades! As for the other 2 birds… we could try to raise them, but I'm not sure what we can feed them. Fruit, I don't know if young birds eat them… Maybe one of the Mages can dig for worms, using Acid Control I to avoid dissolving them?
Actually, another slime can try eating a worm, and see if it gives us a Bio-Upgrade.
P.S.: I also have an idea to order a huge breeding orgy for the whole tribe next turn. I mean, order them to breed without stopping their jobs, not become breeders. It would cost us ~40 food, but with Photosynthesis it isn't as much of a problem as before. No real reason for this action, except as a way to cheer our tribe up after the recent string of bad luck (2 lost scouts, 1 poisoned slime, and the coconut theft). As a kind of Celebration of Life that triumphs over Death. And also, maybe the huge batch of newborn slimes could contain some with extra abilities, who knows…
c66f10 No.3358
>>3357Yeah that's about right for the map.
You don't need a tech to try to stuff some seeds into the ground and see what happens, no.
f07445 No.3359
>>3357>As for the Craftsman, I'd suggest we order him to research a tool that would let us cut branches from thorny bushes, and also some kind of way for slimes to transport them without pricking themselves. If that poison is so strong it managed to poison a slime(!), it could have a lot of potential!That sounds cuhrayzee! Maybe some wooden machete and one or two sticks to "push" the branch back to our base without touching it could work, but we would have to find a way to transform it into a weapon.
>we should just give him the exact same dose as we gave the previous slime (1 coconut, not 1.5), to avoid overdose.Seems reasonable, maybe it's too risky to try a higher dosage on the Shaman, as small as it is. i also second the idea of trying not to give him Coconuts this turn, we will probably need them later for crazier researches, but I would indeed try to plant (in the case of coconuts digging isn't needed) one of the coconuts into a similar terrain to the terrain we found the coconut palm in, close to water. On next turn we could also try to develop quick plant growth magic to accelerate the rate at which the tree grows, but that sounds kinda crazy so it would probably require the Shaman becoming Charlie Sheen.
>EatingExcellent idea. I specially liked the idea of the worms, we need to find some for science.
>Mass orgyAbsolutely, but I would put some emphasis in smufge recollection this turn to avoid going into a sortage after the great coitus happening.
I suggest calling it THE GREAT INTRANATIONAL YEARLY/MONTHLY/WEEKLY ASEXUAL REPRODUCTION DAY.
6a167d No.3360
>>3358Okay, great!
>>3359Maybe some kind of tray to carry the branches on? We have 2 pseudopods, so I think we can theoretically carry the tray without spilling it.
Another idea could be to make makeshift rafts, put the spiky branches on them, and push them along the beach towards the Nest.
>I suggest calling it THE GREAT INTRANATIONAL YEARLY/MONTHLY/WEEKLY ASEXUAL REPRODUCTION DAY.The Great Occasional Asexual Reproduction Day, which happens whenever we feel like it.
===Okay, my turn suggestion:
The Chief gives a heartfelt speech to his loyal tribesmen. He speaks of the troubles that befell the tribe lately, and foretells more troubles in the future. Those are not unlucky coincidences, he says. That's a War, an eternal War that Death wages against Life. But Life will always triumph over Death. And we can defeat Death together! As long as there's more Life than Death, our victory shall be eternal.
And then he orders everyone to breed.
GRUNTS:
61
4 scouts (away)
1 bird eater
1 rodent eater
1 worm eater
4 wood gatherers
50 sludge foragers
MAGES:
5 border guards
2 nest guards
5 hunters
1 worm digger
Craftsman, Sick, Shaman, Morphist, Chief.
>Bird EaterEat one of the birds.
>Rodent EaterEat the rodent.
>Worm EaterEat one of the worms dug up by the Worm Digger.
>Border Guards (M)Keep hiding near the coconut grove (follow previous orders).
>Nest Guards (M)Stand guard near the entrance to our Nest.
>Hunters (M)Hunt more.
>Worm digger (M)Dig up worms. Feed 1 worm to the Worm Eater. Try feeding the rest to the remaining 2 birds. Use Acid Control I to avoid dissolving worms (or birds).
>CraftsmanTry to research a Machete or Axe, for cutting thorny bushes.
>ShamanTry to research a Cure or Antidote magic, to cure our Sick guy.
>MorphistResearch new Morphisms.
>ChiefResearch the Intelligence Bio-Upgrade from the cephalopod.
f07445 No.3361
>>3360>Maybe some kind of tray to carry the branches on? We have 2 pseudopods, so I think we can theoretically carry the tray without spilling it.Sounds like a good idea. Forgot about the pseudopods, lol.
>Another idea could be to make makeshift rafts, put the spiky branches on them, and push them along the beach towards the Nest.This is maybe a bit overkill for a few thorny bushes, but as a mean of mass material transport it could do wonders.
Maybe we could use the thorny bushes not as an active weapon, but as a passive defense system too. If we put them on top of our wall or near it we could stop many attacks before they reach the base.
I fully second the rest.
c66f10 No.3387
>>3360> SpeechIn response to the Chief's speech, the slimes begin venerating the concept of life in general.
> BreedingA grand total of 40 new slimes are bred today. Two of those are not quite alphas, but more of a middle ground between grunts and an alpha slime. These assistants can't perform research themselves the way the chief, shaman and so on can, but if assigned to help with research they speed it up or increase the chances of success as appropriate. Other than that, they can function in the full capacity of mages, having an innate grasp of magic. They cannot speed up Bio-upgrades though.
> BirdEating the bird enables Chief to develop either increased sight or an instinctive understanding of simple wooden constructions, mimicking the birds' nest building instincts.
> Rodent EaterEating a rodent enables chief to develop either an increased sense of scent or the ability to become Homeotherm. This ability will increase food consumption in return for sharply reducing susceptability to cold. It can be turned on or off at will.
> Worm EaterEating the worm yields the ability to either develop slime waste products to be optimized to fertilize soil it is left in for plant growth or improved slime digging techniques.
> GuardsNothing to see here.
> HuntersFinding no new animals in the woods, they decide to hunt the easiest prey available, which is the rodents.
> Worm DiggerThe tiny birds turn out not to eat the worms that are placed near them. Apparently this is not the way to raise birdlings.
> CraftsmanUltimately, he fails at figuring out a way to make wood cut wood. He does consider if some of the stones found in the hills near the shrubs can be used though, as they appear harder than wood. But this will take some more work.
> ShamanGreat success. The poisoned slime is now cured. With this, Shaman figured out some curative magic and Chief got access to the shrubbery upgrade options, which can either provide the slimes with immunity to the shrubs' poison or allow the slimes to secrete a lethargy-inducing poison themselves. The latter ability can be turned on or off at will.
> MorphistThe morphist realizes that getting more advanced things going or getting more pseudopods will require a method to make maintaining the current ones easier on the concentration. Figuring this out will take some time.
> ChiefBrains get!
> ScoutsThe scouts that went west have returned and report that a while out (a bit further than along the river) the forest gives way to plains where herds of large Ox-like animals walk about. Further west, they reached the edge of the island.
> ReligionThe roman numeral describes how advanced the religion is and how important it is to your cultural identity as a whole. The [] contains the central themes of the religion. The () contains a brief description of how widespread the religion in question is.
c66f10 No.3388
>>3387Population:
-Grunts: 100 (2 scouting)
-Mages: 13
-Craftsman: 1
Notables: Chief, Shaman, Morphist, 2 Assistants
-Total population: 119
Spears: 30
Wood: 23 Units
Sludge Food: 51 Units
Coconuts: 6 units
dead Rodents: 3 units
dead birds: 2
Base Food Consumption/turn: 3
Magic: Acid burst I, Acid Control I, Water Control I, Curative I
Morphism: Pseudopod II, mobile core
Bio-upgrades: Hard Core, Been Liftin', Photosynthesis I, Brains Get! I
Technologies: Cause I got High (Coconuts), wood-spears, clubs, Carpentry I
Misc. Advancements: Religion (Ubiquitous) [Life] I
Partial Advancements: Crafting Material (Stone) 50%, Animal Caretaking 10%, Passive Pseudopod I 25%
Available Bio Upgrades:
Tree
>stickinessScrub
>Poison Immunity (thorny shrubs)>Poison Secretion IBird
>Improved Sight>Intuitive Wood Construction IRodent
>Improved Scent>HomeothermityWorm Eater
>Fertilizing Waste Products>Improved Digging I f07445 No.3389
>>3387
>BirdSeems like the best option here would be learning how to construction. While increased sight could be good to spot more subtle stuff in our environment that could lead to upgrades, I don't think it's as necessary as construction if we improve our sense of scent.
>RodentHomeotherm could be interesting for when winter comes, but I am not sure how far away that is. Maybe other furred animals could provide this trait too so I am guessing it is not that rare.
CivMastah, what is the state of the trees' leaves? Is there any abundance of flowers out there?
>WormPic related.
I don't know, both are very necessary. What do you think, Chief?
>BirdsDamn. Could we do something with their feathers? At worst we can consume them as food.
I think we should try to collect some fruit and give it to them this turn.
>ShrubsPic related again. First one could let us use the shrubs as a weapon or as a defense system, but I am not sure we could pierce the crabs with them. The poison system could prove more effective as a self defense mechanism, but I guess we would have to be very close to the enemy to affect them.
We could try to combine the worm Fertilizing Slime Waste with the lethargy ability to create some kind of lethargy landmine if the waste produced with the toxine still conserves it. Since it can be enabled and disabled at will we could use it as both a fertilizer and a bioweapon. What do you think? If they don't happen to combine we could still get two really useful abilities.
>ScoutsMaybe we could try to hunt one of those animals, although it might be dangerous if they happen to be aggressive. We could send some small team to watch the zone if any of them happen to be separated from their group at any given time and then hunt it, or we could try to ambush them at night while they sleep.
Can our slimes "fuse" temporarily? Maybe we could create one giant macroslime that could capture one of those animals and suffocate it stealthily while no one else notices. While we are at it we could also eat it and get its powers.
We could try to hunt them next turn after researching the lethargy skill, what do you think?
Also, now that we have a ridiculous number of grunts and it doesn't seem we are running low on food, we could send a huge number of them to be trained as mages. Wizard Soldiers will prove useful in the future.
We could also send one to drink water and report on his findings. If he can search for muddy water and other small puddles full of stagnant water we could drink some lifeforms in the process.
Now that we could get construction abilities, adding a few more wood gatherers could provide useful for the future, too. We could also send a few more scout units to explore the rest of the island.
We could also try to tell the shaman and one of the semialpha slimes to share one coconut and go nuts with it, maybe they could come with something useful.
What do you think, boss?
0c9935 No.3397
>>3389
> Give it to them this turnAs the resource listing implies, the birds died. Not eating will do that to little birds. You can try to go out and find some more if you want though.
> FusingNot at the moment no. Maybe the Morphist can cook up something. You can of course gang up on it and try to smother it anyways.
f07445 No.3398
>>3397>This turnSorry, that was a leftover of the thing I had written before noticing the birds were already dead. I deleted the rest, but forgot about that sentence.
>You can try to go out and find some more if you want though.Trying to hunt some animals alive might be a good idea. The problem is most of them will run from us. If we get to develop sleep powder landmines we might be able to catch a few without opposing resistance.
>Maybe the Morphist can cook up something.Might be worth it to make him look into that. Some kind of Giga Slime golem would be a retardedly powerful unit.
If one of our slimes could jump on the Ox's head while it's sleeping and the rest joined to cover the rest it could be kill in no time without alerting the rest of the mob.
6a167d No.3399
>>3387>>3388Great! Things seem to be turning for the best, at least for now. I bet it's because of the orgy lol
Questions:
- How close are we to overcrowding now?
- Do I understand it right, that Assistants can speed up any research except Bio-Upgrades? So, they can assist in researching Magic and Morphisms? Can they assist the Craftsman, or Chief's Tech research?
- How many grunts can the Shaman teach Magic in one turn?
- Can Assistants teach Magic?
- Is the shrubs' poison external or internal? That is, can they poison by prickling someone, or do they only poison those who eat/digest them?
>>3389>BirdYeah, construction seems far more useful. Far sight might be useful to spot enemies for farther away – but our strength is in our numbers, we can just set up a lot of sentries as an early warning system.
>RodentWinter is a problem that will arise someday, and can't think of any other solution for it. And the second choice is scent which I don't think we really need. We're not predators after all, we don't need scent tracking skills that much.
>WormThis is a problem. Both upgrades are kinda useful. Agriculture is not of much concern now, unless we need to grow specific plant types (e.g. coconuts). On the other side, do we really need to improve digging? If we need to dig something, we can just try throwing a lot of slimes at the task. It really depends on how much we'll be planning on digging. We need to discuss this.
>ShrubsI'd vote for the second one. We're slimes, we're immune to most forms of poison. So what if there are a couple poisons that still affect us? We have the cure magic to heal it. And a Lethargy Poison attack can be extremely useful in battle.
I'm not sure if the Fertilizing Slime Waste would work that way, though. That's a question for CivMastah.
>OxenThe problem with herd animals is it's difficult to separate one from the herd. We'd need some hunting tactics or maybe traps for that. And then there's the danger to be trampled.
>AssistantsI'd suggest breeding them this turn to see if they give birth to assistants, or just regular grunts.
I agree on the water and wood parts, as well as drugging the Shaman. As for scouts, I'd send them north (and e.g. order them to return in a couple turns). Hope the orgy has dulled the tribe's worries about the previous scout group's MIA status.
We need to discuss which Bio-Upgrade to choose this turn. I'd suggest poison since it could be useful in case of sudden crab attack. Other Bio-Upgrades are good but none really urgent.
f07445 No.3400
>>3399>BirdsAgree, construction seems the best option.
>RodentMakes sense to choose homeothermity, we don't know how harsh will winter be or how cold is the Low Land. Seems much more useful than heightened scent.
>WormWell, we can aid digging with tools in the future, but I doubt we will be able to make fertilizer other way unless we transport Ox turd to our village. I think we should pick the fertilizer out of rarity, if we ever find moles they could have the perk too, but I guess it would be better to ask CivMastah the capacity of our base to see which one is more urgent.
>ShrubsDefinitely Lethargy Poison.
>Poisoned WasteThe way the ability is worded makes me think it could work. but I am not sure if it would dissipate quickly. On the other hand, it is also worded in a way that makes it seem like we already produce some kind of waste, so we should ask CivMastah if this upgrade could let us leave bigger trails (if we leave some right now) or if it just helps the plants grow.
>Oxen>trapsWe could try to transport a few poisonous shrubs there and leave them around the zone to see if they step on it. Maybe combine it with some kind of bait, MonHun style?
I think our best bet for the upgrade stack would be, for now:
>Lethargy Toxin>Construction>Worm upgrade>HomeothermyAlso, we could try to explore religion. Maybe it could bring some perks or advantages in a future.
What if we give them some moralizing speech about Mother Life (better names accepted) and her will to see her creation grow and be happy?
c66f10 No.3406
>>3399>CrowdingDepending on how much you breed, overcrowing is going to become a concern soon. If you pull another Procreation Day, it'll become a concern next turn most likely. To be specific, the Nest can currently house up to 150 slimes without things getting uncomfortable and 200 max.
>AssistantsYou understand Assistants correctly.
>Teaching magicPotentially, all the grunts can be taught at a time. The odds of success for a given grunt is inversely proportional to the amount of grunts currently being taught
> Assistants as teachersAssistants can't teach it on their own. They can help teaching, which reduces the success chance dropoff as more students are added.
> Shrub poisonNice question. You have no way of knowing.
> Breeding assistantsNo. Breeding always yields grunts with a small chance of other stuff. Targetted breeding was the main advantage of Eusociality, so if you want that you may want to go looking for bees, termites or other stuff like that.
> ReligionPerks and advantages in the future. Possibly. Only one way to find out.
6a167d No.3410
>>3406Thank you!
Can you possibly clarify a bit how Fertilizing Waste Products work? Namely, can we possibly excrete toxins into this waste?
>>3400Okay, so we pick Lethargy Toxin.
>OxenI doubt stepping on shrubs would do anything, since oxen have hooves. As for bait, we don't know what could be a bait for oxen. Maybe we could dig a hole and cover it with twigs?
>ReligionWe need to choose it very carefully. Ideally, we want it to glorify our strong points while glossing over our problems or redirecting their frustrations. That was the goal of my speech, basically. Since the slimes' strong point is fast breeding, imo we should move towards an ideology that glosses over the loss of individual slimes as long as the tribe as a whole survives and grows. Basically, outbreeding every problem. Also, demonizing Death as an enemy force with agency, so they will blame it instead of the Chief fucking up lol
Maybe we could use a reincarnation belief, that fallen slimes are reincarnated in newborn ones? But that has to wait until we get some actual deaths, of course.
As for a Mother Life goddess, aren't we agendered and asexual? So, we don't have a specific type with breeding capabilities, instead every slime can be a mother. And actually, that's the point of our orgies, every slime helps in the fight against Death. Maybe we should deify the Chief?
On an unrelated note, I'd suggest we have our Shaman and two Assistants try to teach a huge class of slimes Magic.
c66f10 No.3412
>>3410You can excrete toxins into it yes. It also probably wouldn't hurt your crops even. But it doesn't stay active for too long. Slimes produce waste products just like everything else. Difference is, it isn't organic, it's various mineral compounds, suspended in a highly viscous liquid. With the fertilizing upgrade, the mineral compounds are almost entirely ones useful for plant growth. Essentially you become able to fulfill the same role in the eco-system as bacteria and fungi usually does, reducing organic material to minerals for plants to absorb.
f07445 No.3413
>>3406>CrowdingWe will be fine for a few turns more if we don't start a mass orgy again. However, we should put some slimes working on expanding the base.
Chances are 20 mages are overkill now that we know the bigger the group, the more chances to fail. What if we teach 7 slimes and put the other 13 at construction instead? We could also add one Assistant to make sure those 7 grunts learn.
>>3410>OxenYeah, expecting them to simply step on them wasn't my brightest idea. However, digging a hole could be an interesting idea, but we would have to find a way to attract them to a suspicious terrain.
Maybe we could "bait" them ourselves? Like, we could throw rocks or sticks at one to provoke it and make it step on the hole, then run and come back some hours later for the body.
Alternatively, we could search for one of their turds and eat it. Maybe it gives us oxen powers or a different set altogether.
>ReligionReincarnation seems like a good idea, we should have to convince them of it when we start having losses. Did you just lose a loved one? Breed and he will come back to you in no time.
>DeathMaybe combine death and destiny. Blame everything that went wrong on Death, that put some traps on our way to step on them. It isn't our fault, it is Death that led us to an inevitable end! And there is nothing else that makes Death angrier than us succeeding! Make Life happy!
>Mother LifeNow that you mention it, slimes probably don't even have the same concept of "mother" as us. Maybe some kind of hyperdimensional macroslime breeder that breeds the souls of all slimes and takes care of those waiting to "respawn"?
>Deify ChiefIt would make sense to impose Chief as some kind of "Divine Messenger" or "Choosen One" that interprets the IDMSD's (InterDimensional MacroSlime Deity) will, but if we deify Chief itself it could become a problem if the grunts become too intelligent as they will see he is actually very powerless to be a deity.
>I'd suggest we have our Shaman and two Assistants try to teach a huge class of slimes Magic.That could also work. Maybe teach 30 slimes about it, then we can continue with the amplification of the base on next turn.
>>3412So, does that mean we already excrete slime independently from the upgrade? Maybe it would make sense to wait or choose the construction upgrade instead.
c66f10 No.3414
>>3413You already excrete. It's just not terribly useful at the moment.
f07445 No.3416
>>3414Alright, then I vote we lower the priority of the upgrade in the stack. Now it would look like:
>Lethargy Toxin>Construction>Stickiness>Homeothermy>Worm upgradeBy the way, how would the Stickiness upgrade work? Could it be used to produce "slime glue" by producing sticky waste or does the stickiness last for a short period of time before discomposing?
c66f10 No.3417
>>3416Short time. Slime Glue may show up as an upgrade option later on if you evolve stickiness.
f07445 No.3418
>>3417Might provide useful in a future. Still, it would be funny to run around the battlefield to fill it with sticky poisonous waste so enemies trip on it.
c66f10 No.3422
>>3417Gonna adopt my usual namefagging from now on, since I accidentally closed the tab so it doesn't save CivMastah with whatever the fuck word I used for the tripcode. Just letting you know, so you don't think someone went and hijacked things all of a sudden.
6a167d No.3423
>>3412>>3414Thanks for the clarification!
>>3413I don't think we'll need a new orgy soon. We need to be careful not to overuse orgies.
I'd try to teach a big group (at least for this turn), using Assistants for help. It'll help us see how high is the success %.
Baiting oxen into a pit trap seems to be the best option atm. Though there'll be high risk of death, and also a risk that the whole herd will stampede the hunters.
Turds are a digested product, I doubt they contain any useful elements. And if they do, they'd contain elements of grass that oxen eat, not of oxen themselves.
I'd suggest making the next religious update (maybe, Reincarnation) after we get several deaths. We need to be careful with it.
As for deifying the Chief, you have a point. Maybe rather have a notion that the Chief and other "special" slimes are blessed by Life, and thus should be protected by all costs?
===
My turn suggestion.
Grunts:
2 lost scouts
20 sludge foragers
20 wood gatherers
20 stone gatherers
8 breeders
30 pupils
Mages:
5 border guards
2 nest guards
4 hunters
2 scouts
>Stone GatherersGather stone from the south hills.
>Border & Nest Guards (M)Same orders.
>Hunters (M)For the mean time, hunt near the Nest. Try to capture animals or birds alive. Also try to kill or capture some different kinds of animals than we've already eaten, if possible.
>Scouts (M)Go north by the lake's bank. Turn back after a couple turns, or if you encounter serious danger.
>CraftsmanContinue researching stone crafting, with the help of stone gathered from the hills.
>Shaman & 2 assistantsTeach Magic to a class of 30 pupils.
>MorphistContinue researching on how to maintain Pseudopods.
>ChiefResearch the Poison Secretion I Bio-Upgrade gained from the shrub.
f07445 No.3425
>>3423Well, in case the oxen baiting goes wrong we could try to upgrade to Reincarnation. We win either way!
Also, you are probably right. Chances are we get our bio-upgrades from eating living matter, and if we can't get bio-upgrades from sludge because it's too discomposed neither could we from turds.
>Maybe rather have a notion that the Chief and other "special" slimes are blessed by Life, and thus should be protected by all costs?This sounds good. It would give the grunts a reason to protect and admire the super units, which would potentially make them more submissive.
I approve of the turn. I specially like the idea of gathering stones, we will probably need them in a few turns when we manage to make machetes and axes.
c66f10 No.3443
>>3423> HuntersCapturing rodents alive proves more than a little tricky as they're very much not intent to stay put and the pseudopods can't really do much in the way of fine manipulation with its surface and pulling them inside tends to suffocate them. Live birdlings prove a lot easier to get using the 'poke down a nest' method. No new animals show up as far as the hunters can tell.
> Teachings21 students manage to learn magic
c66f10 No.3444
>>3443Population:
-Grunts: 93 (2 scouting)
-Mages: 34 (2 scouting)
-Craftsman: 1
Notables: Chief, Shaman, Morphist, 2 Assistants
-Total population: 133
Spears: 30
Wood: 33 Units
Sludge Food: 71 Units
Stone: 10 units
Coconuts: 6 units
dead Rodents: 3 units
dead birds: 2
Base Food Consumption/turn: 3
Magic: Acid burst I, Acid Control I, Water Control I, Curative I
Morphism: Pseudopod II, mobile core
Bio-upgrades: Hard Core, Been Liftin', Photosynthesis I, Brains Get! I, Poison Secretion I
Technologies: Cause I got High (Coconuts), wood-spears, clubs, Carpentry I
Misc. Advancements: Religion (Ubiquitous) [Life] I
Partial Advancements: Crafting Material (Stone) 50%, Animal Caretaking 10%, Passive
Pseudopod I 60%
Available Bio Upgrades:
Tree
>stickinessBird
>Improved Sight>Intuitive Wood Construction IRodent
>Improved Scent>HomeothermityWorm Eater
>Fertilizing Waste Products>Improved Digging I c66f10 No.3445
>>3444Meh, I apparently failed at adding something to the thing here. Stone research is done.
6a167d No.3447
>>3443>>3444>>3445Could you clarify, did the Craftsman create some stone tool, or did he just invent a way to craft stone?
===
So, in case the other anon reads this.
>The impending overcrowdingWe're at 133 now. After 150, slimes will get uncomfortable, and 200 is the limit. We have a couple turns at most. We could stop breeding, but that delays any chance of getting an alpha or a new specialist. Or we could build some extension to the nest. We'll probably need Wood Construction for it, so I suggest researching this Bio-Upgrade this turn. Also, since we have a lot of food, switch most workers to wood. Alternatively, we could choose Improved Digging (instead of Fertilizing Waste Products) from the worm, and dig an underground extension to the Nest. Though maybe it'll still need Wood Construction to keep it from collapsing, dunno.
>MagicTeaching proved successful, 21/30 is a good percentage. Should we strive to teach all slimes magic? Or keep two main castes? I'd vote for the former. Ideally, it could transform into a kind of religious Rite of Passage that every slime has to undergo sooner or later.
>CraftsmanI'd order him to research a tool that would help us build wooden structures. Don't know which one, though.
c66f10 No.3453
>>3447He figured out how to work with stone in general and smash two stones together to break them into smaller pieces for uses where smaller pieces and/or pieces with edges is useful and so on.
f07445 No.3505
>>3447Sorry, was busy yesterday and couldn't post.
>OvercrowdingYeah, let's build an extension. However, I think it would be better if we built it underground for now. Could we take the Improved Digging Bio-Upgrade this turn instead? I don't think we will need the Construction upgrade yet, we have dug tunnels without it before and we did well.
>MagicIf every slime could know how to magic that would be great. Imagine how well we could defend the nest if all of our slimes knew how to be warriors!
>CraftsmanAn axe for precision cutting could be nice, this way we could sharpen the logs' extremes to plant them in the ground.
Some kind of hammer could also do.
6a167d No.3511
>>3505>ExtensionThe problem with digging, how useful will it be in the long term? Remember, we're living on a floating island. Plus, it would make us lose access to the Fertilizer upgrade.
While an underground extension would be safer than some wooden construction, there are these aforementioned problems to think about.
>MagicIt is decided then. I think it would also help in various gathering/building tasks as well.
>CraftsmanI'd vote for an axe or saw then. For now, we can use stones or bits of logs as makeshift hammer, I think.
f07445 No.3514
>>3511Well, it depends on how deep our floating island goes, but I get what you are saying, we can only expand underground that much.
I am pretty sure other bugs and small mammals will include the digging upgrade too, but I can't think of another one that could give us fertilizing waste.
Let's keep that on a hold then. Let's try to build some wooden extension to the nest just in front of it and see how durable it is.
6a167d No.3516
>>3514Since we'll learn it from birds, I think it would resemble a bird nest, just bigger. Don't know if it would be a good thing – maybe as a temporary resort, until we build an underground extension?
We could still try digging the underground extension, just without the upgrade. If the ground is too tough, maybe we could order the Craftsman to develop a pick
c66f10 No.3517
>>3511>makeshift hammerclubs perhaps?
f07445 No.3519
>>3516>NestUnless we use it as some kind of wall, a house without top cover is useless. Imagine if we stored food there, all birds would gather there.
I would try to dig without upgrades while we ask the craftsman to make something to dig faster. Since we are probably in a dust-ish soil, chances are a shovel will be a better option.
6a167d No.3520
>>3517Ah yes, we can use those as hammers
>>3519I don't know if it's possible to build a shovel out of wood and stone. We could always try, of course
But I think just throwing a ton of slimes at the task will work
f07445 No.3528
>>3520>I don't know if it's possible to build a shovel out of wood and stone.Well, depending on the type of rock you could break it to make some kind of spatula. Anyway, strength is our number and our best bet is to throw a bunch of slimes at it and hope the problem will solve itself.
The craftsman could investigate some precision cutting tools, like a knife, a saw or an axe. Hopefully we can improve our crafting abilities with that.
6a167d No.3551
>>3528Sorry for the silence! My turn suggestion:
>Grunts: 932 scouts (on mission)
50 pupils
41 wood gatherers
>Mages: 342 scouts (on mission)
2 more scouts
5 border guards
5 nest guards
5 breeders
15 diggers
>2 new scouts (M)Go "diagonally" to the northwest of the nest. Return in a couple of turns.
>Diggers (M)If there's a suitable hill near the nest, start digging a second nest in it. If not, start digging an underground extension to the existing nest.
>Shaman & 2 AssistantsTeach a class of 50 pupils.
>CraftsmanTry to make a cutting instrument: e.g. axe, machete, knife or saw.
>MorphistKeep researching the Passive Pseudopod I morphism.
>ChiefResearch Improved Wood Construction I bio-upgrade (from the bird).
6a167d No.3552
>>3551*Intuitive Wood Construction, I mean
f07445 No.3553
>>3551Sounds good. If 15 diggers aren't enough we could add some more next turn.
Also, when we teach all those pupils we should have to send a few slimes to search for bugs. I am pretty sure they could give useful abilities.
6a167d No.3581
>>3553Yeah, I think we can do all that next turn.
c66f10 No.3585
>>3551> ScoutsThe new scouts are sent out and one of the mage scouts that were sent north return. It tell that about a turn's travel north of the coconut grove, the lakeshore turns east and a while further in that direction there is a second, larger, coconut grove. This grove is crawling with crustaceans, including a pair of small, squat wooden tower-things. From their vantage point atop the towers, the crustacean guards spotted the mage-slimes approaching. They managed to catch the other scout and crush its core in their claws.
> CraftsmanThe craftsman sets to work trying to make a consistent shape with a sharp edge and attach it to a short stick for leverage. Attaching it to a long stick instead produces a stone tipped spear. So far, one of the latter has been made but he's still a ways off of producing a stone with the right shape consistently.
> PupilsOne proves to be exceptionally talented at the curative magics. The shaman believes that this is a gift from Life. (priest get)
I've added nest capacity to the summary post and will do henceforth. The inhabitants capacity lists comfortable inhabitant limit first then max inhabitant limit after a slash. The storage listing lists total units of stored stuff/totale storage capacity.
c66f10 No.3586
>>3585Population:
-Grunts: 67
-Mages: 70 (4 scouting)
-Craftsman: 1
Notables: Chief, Shaman, Priest, Morphist, 2 Assistants
-Total population: 144
wood-Spears: 30 (3 units)
stone-spear: 1 (0 units)
Wood: 54 Units
Sludge Food: 63 Units
Stone: 10 units
Coconuts: 6 units
dead Rodents: 3 units
dead birds: 2 (0 units)
Base Food Consumption/turn: 3
Nest Capacity:
-Inhabitants: 180/240
-storage: 139/480
Magic: Acid burst I, Acid Control I, Water Control I, Curative I
Morphism: Pseudopod II, mobile core
Bio-upgrades: Hard Core, Been Liftin', Photosynthesis I, Brains Get! I, Poison Secretion I, Intiutive Wood Construction
Technologies: Cause I got High (Coconuts), wood-spears, clubs, Carpentry I, Crafting Material (Stone)
Misc. Advancements: Religion (Ubiquitous) [Life] I
Partial Advancements: Animal Caretaking 10%, Passive Pseudopod I 95%, Stone Knife (and spear) 20%
Available Bio Upgrades:
Tree
>stickinessRodent
>Improved Scent>HomeothermityWorm Eater
>Fertilizing Waste Products>Improved Digging I 6a167d No.3590
>>3585>>3586>This grove is crawling with crustaceansFFFUUUUUUU-
>a pair of small, squat wooden tower-thingsFFFFFUUUUUUUUUU-
Can the Priest do research? Or is he just a healer? Can he heal several slimes at once?
Did the Diggers start working on an extension or a new nest?
>-Grunts: 67>-Mages: 70 (4 scouting)Is this an error, or are the early grunt scouts presumed dead? Also, I thought there should be only 2 mage scouts scouting (the ones I sent NW), or am I mistaken?
c66f10 No.3592
>>3590The priest can do healing specific research, he heals like a baws (comparable to your healing magic level) and he could be valuable to religion related things
hint hintExtension to the nest. The nearest hill of decent size is in the rougher terrain to the south. Though you might produce enough leftover earth to make a new hill at some point.
> scouts. It is an error. I removed the grunt scouts rather than the mage scouts for the retured ones. Though dead is increasingly likely with regards to the grunt scouts. 6a167d No.3595
Is this map close to truth?
>>3592>Extension to the nest. The nearest hill of decent size is in the rougher terrain to the south. Though you might produce enough leftover earth to make a new hill at some point.I see. Are they digging an underground extension to the existing nest then?
If they make a nest in the south hills, would that count as a new settlement (in relation to magic spread etc.)?
> scouts. It is an error. I removed the grunt scouts rather than the mage scouts for the retured ones. Though dead is increasingly likely with regards to the grunt scouts.Ah, I see. Yeah, I also think they're dead. Maybe we could list them as "MIA" in a separate category.
c66f10 No.3597
>>3595A nest in the south hills would count as part of this settlement. It's close enough for the travel time to be fairly irrelevant.
And yes that's fairly accurate for the map.
And listing them as MIA is a can do.
f07445 No.3602
>>3585FUCKING CRUSTACEANS, I TELL YA HWAT.
As soon as we advance enough and have enough population we should go exterminate them.
My suggestions:
>Keep teaching gruntsUse Chief, Shaman and Assistants all at once if necessary to teach all remaining grunts. Might be overkill to go this fast but we could forget about training new mages for a while.
>MorphistOnce the research is finished we can ask him to find a way to become more lethal to kill the crustaceans.
>Keep the Craftsman investigating stoneWe will need all that stone knowledge to produce weapons to kill the little fuckers.
>BioupgradeKeep on a hold for this turn if the Chief is teaching the slimes, otherwise research stickiness.
>ScoutsSend a new group of mages. Tell them to stay away from the "danger zones" and that if they suspect there might be enemies nearby they should not engage and return as soon as possible.
>Base expansionKeep. Throw five to ten more if possible.
>GuardsAdd some more to border guards.
>PriestAsk him to research "the ways of Life" (whatever that means, let him interpret it as he wishes).
>ReligionLet the Chief give a small speech announcing the departure of some old friends. Mention that it's not a "good bye", but a "see you later", and that they will return as new slimes after spending some time with Life.
6a167d No.3612
>>3597Thanks!
>>3602>Keep teaching gruntsI think I agree. The remaining Bio-Upgrades are not that crucial, they can wait for 1 turn.
>Keep the Craftsman investigating stoneStone Knife/Spear, you mean? He just learned Stone in general.
>ScoutsI think maybe we should establish a line of sentry bases between our Nest and the Crustaceans' grove. Each base would be 3 (or 5) mage slimes hidden in the forest undergrowth. Once they see a Crustacean force approaching, 2 (or 4) slimes would try to stop it all cost, while the remaning 1 slime will quickly race towards the next sentry and alert them. Then, from that sentry, another 1 slime will race to the next sentry and alert them, and so on, until the last slime runs to the Nest. Thoughts?
>Base expansionI think we should gather as many mage slimes as we can and order them to start digging a new nest in the south hills. What do you say?
>GuardsBesides the sentries, I'd add 5 guards on the shore near the base, since the Crustaceans know how to swim.
>PriestWhat do you have in mind, by using that wording?
>ReligionAgreed. Maybe also promise to honor our first fallen with another orgy after the 2nd nest gets finished?
f07445 No.3621
>>3612>Stone Knife/SpearYeah. Any stone weapon/tool would do once we finish this one, though.
>ScoutsThat's actually quite genius. Maybe we could command them to try to dig small border nests while one of them is guarding so they can hide themselves and store weapons in case they need them? In a future we could even try to connect them underground to allow fast communication.
>South hills nestAbsolutely, let's try to expand our base in a significant way.
>GuardsMakes sense. We should try to cover as much possible terrain vision as we can, we don't know where could they try to come from.
Maybe we could ask some slimes to watch from the nearest highest tree or hill once we upgrade Stickiness.
>PriestWell, I expected him to go nuts and discover some surprising spell, although that wording makes it look like we're asking him to research Cure II.
>Funeral OrgyABSOLUTELY 6a167d No.3629
>>3621Okay, my turn suggestion:
>GRUNTS 6565 pupils
>MAGES 702 scouting
15 sentries
3 guards
50 builders
Chief addresses the nation, expressing condolences about their lost comrade. But, says the Chief, we're not saying "goodbye", we're saying "see you later". Because Life will always triumph over Death. And our fallen friend will be reborn anew, after our next Great Occasional Reproduction Day (aka Procreation Day aka Festival of Life). And we will celebrate it in our new nest, in the south hills! Now get to building!
>BuildersDig the nest in one of the south hills.
>SentriesEstablish a line of 3 sentry bases on the beach between our Nest and the Crustaceans' grove. Each base would be 5 mage slimes hidden in the forest undergrowth. Once they see a Crustacean force approaching, 4 slimes would try to stop it all cost, while the remaning 1 slime will quickly race towards the next sentry and alert them. Then, from that sentry, another 1 slime will race to the next sentry and alert them, and so on, until the last slime runs to the Nest.
>GuardsGuard the Nest from the shore.
>CraftsmanContinue researching Stone Knife/Spear.
>PriestResearch "the ways of Life".
>MorphistKeep researching Passive Pseudopod I. I he researches it early and has time left, maybe he can try thinking of a way to improve our bodies' armor/defence.
>Chief, Shaman & 2 AssistantsTeach 65 pupils Magic.
f07445 No.3634
>>3629Nothing to object por add, it is perfect as it is right now.
c66f10 No.3651
>>3629
>Speech, building and the priestChief's speech gives heart and motivation to the slimes and the digging progresses faster than expected. The new nest is still smaller than the old one though. Meanwhile, the priest decides that the most pressing aspect of the ways of Life is proper rituals to go along with the Festival of Life.
> SentriesThe sentry bases are erected without serious issue. One of them is located directly in the first coconut grove.
> CraftsmanWhile still a ways from consistent production, his looking into it yields another spear and a knife.
> MorphistThe morphist finishes his research in more efficient pseudopodding, allowing slimes to maintain one pseudopod practically indefinitely or two with only modest effort.
> Pupils52 successfully learn magic. One turns out to be a dud, that is completely incapable of magic at all.
c66f10 No.3652
>>3651Population:
-Grunts: 15 (2 MIA, 1 dud)
-Mages: 122 (2 scouting)
-Craftsman: 1
Notables: Chief, Shaman, Priest, Morphist, 2 Assistants
-Total population: 144
wood Spears: 30 (3 units)
stone spear: 2 (0 units)
stone Knife: 1
Wood: 54 Units
Sludge Food: 63 Units
Stone: 10 units
Coconuts: 6 units
dead Rodents: 3 units
dead birds: 2 (0 units)
Base Food Consumption/turn: 3
Main Nest Capacity:
-Inhabitants: 180/240
-storage: 139/480
South Nest Capacity:
-Inhabitants: 120/180
-storage: 0/360
Magic: Acid burst I, Acid Control I, Water Control I, Curative I
Morphism: Pseudopod II, mobile core, Passive Pseudopod I
Bio-upgrades: Hard Core, Been Liftin', Photosynthesis I, Brains Get! I, Poison Secretion I, Intiutive Wood Construction
Technologies: Cause I got High (Coconuts), wood-spears, clubs, Carpentry I, Crafting Material (Stone)
Misc. Advancements: Religion (Ubiquitous) [Life, Reincarnation] II
Partial Advancements: Animal Caretaking 10%, Stone Knife (and spear) 40%, Internal Grapple 5%
Available Bio Upgrades:
Tree
>stickinessRodent
>Improved Scent>HomeothermityWorm Eater
>Fertilizing Waste Products>Improved Digging I 6a167d No.3657
>>3651>>3652Cool! So I take it, the priest has already researched these new rituals?
>-Total population: 144>Main Nest Capacity:>-Inhabitants: 180/240>South Nest Capacity:>-Inhabitants: 120/180Wait… if total population is 144, how can they fill 180+120 spaces?
c66f10 No.3658
>>3657the inhabitants capacity lists [number of slimes that can live there comfortably]/[maximum number of inhabitants] since you have the population count elsewhere.
6a167d No.3659
>>3658Ah I see! Sorry, I misunderstood.
6a167d No.3686
So, okay.
My plan for this term would be to have the breeding festival, and also order a large portion of slimes to collect food, since a lot will be eaten during the orgy.
I'd have the Assistant assist the Morphist in researching the Internal Grappling (whatever it is).
Maybe have the Chief research Stickiness.
c66f10 No.3703
>>3686Internal grappling is essentially more strength to push with against something inside the slime. Which helps make it harder for things like crustacean claws to get a grib on a slime's core and crush it.
6a167d No.3731
Okay, here's my turn:
At the start of the turn, the Chief announces the start of another Great Occasional Reproduction Day, to honor their fallen comrade and to help him find a new start in life. All tribe breeds without stopping their usual activities.
GRUNTS:
13 pupils
2 MIA
1 dud
MAGES:
2 scouting
15 sentries
3 north nest guards
2 south nest guards
100 sludge foragers
>Sentries
Follow current orders.
>North Nest Guards
Guard the North Nest entrance.
>South Nest Guards
Guard the South Nest entrance.
>Craftsman & 2 Assistants
Continue researching Stone Knife/Spear. Assistants should help him.
>Shaman
Teach 13 pupils.
>Priest
Look into more mysteries of Life.
>Morphist
Continue researching Internal Grapple.
>Chief
>Research the Stickiness Bio-Upgrade.
Questions:
- Would the Slimes move between the bases faster if they build some kind of road between them?
- Does the South Nest looks like the North one? (a hole inside a hill, with its entrance towards the water)?
- Can the Craftsman or Morphist learn magic?
c66f10 No.3732
>>3731> roadyes. It mostly helps when hauling stuff though.
>south nestyes
>craftsman or morphist learning magicyes
f07445 No.3735
>>3731Sorry, was a bit busy this weekend.
Moving slimes to sludge foraging makes sense. After all, we are going to make a mass orgy after this.
Also, good idea accelerating craftsman investigation with Assistants! Maybe we could make them help the Morphist next?
2f33fc No.3888
>MAGES
They need some practice in combat. Some training exercises and sparing would be good.
>Crustaceans
Negotiate if possible. Try to start a trade rout with them.